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Forums - Sony Discussion - Finally The Last of Us multiplayer gameplay video.. and its awesome!

Chandler said:
o_O.Q said:
Chandler said:
Good idea, but generic UI and fricken names over peoples heads ruin it. I f you go realistic, go all the way.

without attaching ids to players how would players identify each other?

 

ot i was expecting more honestly and for some reason this reminds me of gears to an extent


How do you identify people in reality? This is fricken 4 on 4, it can't be that hard to look at your teammates and remember how 3 people look.

Also, it's not hard to make their appearances more distinguishable.

OP: Like I said in another thread, I like the slow paced search and destroy with the twist, but the rumoured shit sounded much more ambitious and actually new innovative like we were promised... I could see it being some early concept for MP but they ended up not having enough time, or the engine couldn't handle it well, it's a shame ;(



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The image quality is bad I know but if you watch the video, you can see the enemy nametags through fucking obstacles and thus can see where exactly the enemy is. I am shocked that at a renowned top of the line studio like ND, nobody took notice of the fact that fricken nametags go against the whole hide and seek concept. This multiplayer almost looks like it has been outsourced somewhere, the disparity between sp and mp is ridiculous.



Ongoing bet with think-man: He wins if MH4 releases in any shape or form on PSV in 2013, I win if it doesn't.

Wright said:
taus90 said:

where every bullet counts. Something different and refreshing from run and gun type of gameplay


Have you seen the video? People eat bullets like they are made of metal. Just look at the part where one of the red team is about to execute a blue survivor. The character playing shoots FIVE times until the red one dies.


Sure we could go the realism route (bad way to go with most videogames imo) and have enemies die with a few bullets, but with any third person shooter it makes sense to increase the bullets needed to kill someone. First of all with third person shooters if you're hiding behind a corner you can look past the corner without the enemy seeing you, while you see them. This means that people would just camp behind the wall and wait, pop out and kill someone with 2-3 bullets before the other person can react. The metagame would focus too much on patience over search and destroy.

TLDR

Increasing the amount of bullets needed to kill someone should be a fundamental gameplay mechanic in third person shooters because realism is synonmous with boredom when it comes to videogames.



"Common sense is not so common." - Voltaire

Platinumed Destiny, Vanquish, Ninja Gaiden Sigma Plus, Catherine, and Metal Gear Rising. Get on my level!!


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I'm still wondering why it even has multiplayer. Great story and gameplay with decent length just isn't enough for people nowadays. Lets waste more time and money on the multiplayer that doesn't even fit the genre.



Hmm, pie.

Icy-Zone said:
Wright said:
taus90 said:

where every bullet counts. Something different and refreshing from run and gun type of gameplay


Have you seen the video? People eat bullets like they are made of metal. Just look at the part where one of the red team is about to execute a blue survivor. The character playing shoots FIVE times until the red one dies.

Edit

Just read the post above complaining about the names above the enemies. Again, this was probably another thought out design purposely put in place to discourage people from abusing the hide-and-peek-over-and-around-obstacles-using-the-third-person-advantage. I hate most of Naughty Dogs games (too Hollywood for my tastes) but they look like they know what they're doing here, at least for the multiplayer portion. Single player looks kinda lame to me.





"Common sense is not so common." - Voltaire

Platinumed Destiny, Vanquish, Ninja Gaiden Sigma Plus, Catherine, and Metal Gear Rising. Get on my level!!


Get your Portable ID!                                                                                     

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Chandler said:

 

The image quality is bad I know but if you watch the video, you can see the enemy nametags through fucking obstacles and thus can see where exactly the enemy is. I am shocked that at a renowned top of the line studio like ND, nobody took notice of the fact that fricken nametags go against the whole hide and seek concept. This multiplayer almost looks like it has been outsourced somewhere, the disparity between sp and mp is ridiculous.

 

I'm assuming you can see his nametag behind cover, because you actually see the guy go behind that obstacle. 

Check the instant at 1.40 until 1.45ish and see how the nametags thing works.



misterchoc90 said:
Chandler said:

 

The image quality is bad I know but if you watch the video, you can see the enemy nametags through fucking obstacles and thus can see where exactly the enemy is. I am shocked that at a renowned top of the line studio like ND, nobody took notice of the fact that fricken nametags go against the whole hide and seek concept. This multiplayer almost looks like it has been outsourced somewhere, the disparity between sp and mp is ridiculous.

 

I'm assuming you can see his nametag behind cover, because you actually see the guy go behind that obstacle. 

Check the instant at 1.40 until 1.45ish and see how the nametags thing works.

 

That doesn't make it better, the point is that you can see how the enemy moves after he left your field of vision. You can see it clearly later in the video where one enemy runs behind a wall and you can see how he travels to the other side. Juking is pointless since the other player can see you move behind the wall which is dumb period.



Ongoing bet with think-man: He wins if MH4 releases in any shape or form on PSV in 2013, I win if it doesn't.

Chandler said:
Good idea, but generic UI and fricken names over peoples heads ruin it. I f you go realistic, go all the way.


Why? Why go for realism for the sake of realism? The main priority is fun. If realism happens to allow for maximum fun, then sure, it should be completely realistic. But chances are there are going to be a few elements to the game where realism just doesn't fit.

Video looks okay, but its hard to determine how fun it is without getting a feel for it myself. I like the prospect of a slower pace and single life rounds. It brings back those tense moments of Socom, where teamwork and planned routes was essential to success. If anything, it will be nice to get a change of pace from most fast-paced, twitch shooters out there.

Chandler said:

 

The image quality is bad I know but if you watch the video, you can see the enemy nametags through fucking obstacles and thus can see where exactly the enemy is. I am shocked that at a renowned top of the line studio like ND, nobody took notice of the fact that fricken nametags go against the whole hide and seek concept. This multiplayer almost looks like it has been outsourced somewhere, the disparity between sp and mp is ridiculous.



The name tags stay visible for like 1/10th of a second after a player has taken cover, hardly enough to even be noticed unless your being anal. It's not like it stays up for a considerable period of time (see video at the 1 minute mark). If you are never visible and stay behind an object, it doesn't look like your nametag appears, so you can still hide.

Icy-Zone said:
Wright said:
taus90 said:

where every bullet counts. Something different and refreshing from run and gun type of gameplay


Have you seen the video? People eat bullets like they are made of metal. Just look at the part where one of the red team is about to execute a blue survivor. The character playing shoots FIVE times until the red one dies.


Sure we could go the realism route (bad way to go with most videogames imo) and have enemies die with a few bullets, but with any third person shooter it makes sense to increase the bullets needed to kill someone. First of all with third person shooters if you're hiding behind a corner you can look past the corner without the enemy seeing you, while you see them. This means that people would just camp behind the wall and wait, pop out and kill someone with 2-3 bullets before the other person can react. The metagame would focus too much on patience over search and destroy.

TLDR

Increasing the amount of bullets needed to kill someone should be a fundamental gameplay mechanic in third person shooters because realism is synonmous with boredom when it comes to videogames.



Yes, this was sort of a problem in Uncharted 2 (which they changed for UC3). The extremely low health allowed people to stay in cover 90% of the time, only popping out for 1-2 seconds because that's all that was required for a kill. No one would run out because (a) someone in cover across the map would kill you in 3 bullets, and (b) its simply not worth it when you could stay safely behind cover and kill someone else quickly.

Increased health gives you protection to make progress through the map. Furthermore, increased health means you have to get in a strategic position that allows you to shoot 6-7 bullets into an opponent, as opposed to settling for a cheap position where you could occasionally pop out of cover and kill a guy that is barely visible with 3 bullets. Any noob can do this. It requires true strategy to position yourself in an advantageous spot that will allow you to shoot 6-7 bullets into someone.